Ironclaw - Character Creation Summary

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Page 1 of 14 WELL MET! I’M MAVRA THE INELUCTABLE. AND I’M HENDRICK THE … UM … IRREPROACHABLE. WE’RE HERE TO INTRODUCE YOU TO IRONCLAW: ANTHROPO- MORPHIC FANTASY ROLE-PLAY! AND WHAT BETTER WAY BUT TO SHOW YOU HOW TO MAKE YOUR VERY OWN IRONCLAW CHARACTER? AND BEFORE YOU START ANY JOB, YOU SHOULD HAVE YOUR TOOLS READY. FOR THIS, YOU’LL NEED: A BLANK CHARACTER SHEET SOME POLYHEDRAL DICE (d4, d6, two d8s, d10, and at least one d12) A PENCIL

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Ironclaw - Character Creation Summary

Transcript of Ironclaw - Character Creation Summary

Page 1: Ironclaw - Character Creation Summary

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WELL MET! I’M MAVRA THE INELUCTABLE.

AND I’M HENDRICK THE … UM …

IRREPROACHABLE.

WE’RE HERE TO INTRODUCE YOU TO IRONCLAW: ANTHROPO-

MORPHIC FANTASY ROLE-PLAY!

AND WHAT BETTER WAY BUT TO

SHOW YOU HOW TO MAKE YOUR

VERY OWN IRONCLAW

CHARACTER?

AND BEFORE YOU START ANY JOB, YOU SHOULD HAVE YOUR TOOLS READY. FOR THIS, YOU’LL NEED:

• A BLANK CHARACTER SHEET

• SOME POLYHEDRAL DICE (d4, d6, two d8s, d10, and at least one d12)

• A PENCIL

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Step 1:Choose a name for your character.

FemaleNames: Abelinda Belamire Celestyna Damasile Eldorienne Franzoez Grilequin Hombelina Irounia Javiere Khalidah Lecheme Magloirienne Nerilda Odelie Pierrine Qerene Renata Stessy Theognosia Unxia Vigilia Xavierre Yfame Zozimene

MaleNames: Alais Beauvais Calixto Dalvany Echetone Foucauld Garion Heracleus Itamar Jean-Matthieu Konhoyarn Leofred Malaquias Nicephore Odilon Petronius Quentilien Raguenot Sauvaire Theudbald Ulderic Vicente Xever Yariv Zemarchus

A GOOD NAME WILL HELP YOU GET A FEEL FOR YOUR CHARACTER. WE’VE INCLUDED A LIST TO HELP GET YOU STARTED.

TRY TO PICK A DIFFERENT NAME THAN YOUR FELLOW PLAYERS!

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Step 2:Choose a Race and Career. Write the Racial Habitat and Senses in these blanks.

YOUR RACE GIVES YOU A HABITAT (FOREST, MOUNTAINS, OR PLAINS – YOU WILL HAVE ONLY ONE, SO YOU MAY HAVE TO MAKE A CHOICE) AND SENSES (LISTEN, SMELL, AND SPOT –YOU MAY HAVE MULTIPLES OF THIS ONE!)

YOUR CAREER CHOICE MAY HAVE CERTAIN REQUIREMENTS – FOR EXAMPLE, TO BE A DILETTANTE, YOU WILL NEED THE GIFT OF NOBILITY. THIS MIGHT BE IMPORTANT LATER!

Race PageApes (3 points) p. 25 Armadillos (5 points) p. 26 Badgers (2 points) p. 27 Bats (special; 2 points plus Size)

p. 28

Bears (7 points) p. 29 Boars (1 point) p. 30 Cats (3 points) p. 31 Coyotes (3 points) p. 32 Elk / Deer (zero or 1 point) p. 33 Ermines (2 points) p. 39 Ferrets (2 points) p. 39 Foxes (3 points) p. 34 Goats (1 or 2 points) p. 35 Horses (4 points) p. 36 Mice (3 points) p. 37 Minks (2 points) p. 39 Monkeys (2 points) p. 38 Otters (1 point) p. 40 Porcupines (4 points) p. 41 Rabbits (2 points) p. 42 Raccoons (3 points) p. 43 Rams (1 or 2 points) p. 35 Rats (3 points) p. 37 Rhinoceros (8 points) p. 44 Sheep (1 or 2 points) p. 35 Shrews (5 points) p. 45 Skunks (5 points) p. 46 Squirrels (1 point) p. 47 Weasels (2 points) p. 39 Wild Dogs (3 points) p. 32 Wolverines (2 points) p. 27 Wolves (3 points) p. 48

Career Page Bawd p. 50 Bodyguard p. 60 Bounty Hunter p. 60 Burglar p. 51 Cavalier p. 54 Charlatan p. 51 Cleric * p. 64 Dilettante p. 54 Dragoon p. 60 Elementalist * p. 64 Green & Purple Mage * p. 64 Homeopath p. 55 Hunter p. 60 Mercenary p. 61 Outrider p. 61 Paladin p. 50 Pit Fighter p. 61 Ranger p. 62 Robber p. 52 Scout p. 62 Thaumaturge * p. 64 Witch Hunter p. 63

WE’VE LISTED ALL THE STANDARD RACES AND SOME OF THE MORE-POPULAR CAREER CHOICES HERE. THE ONES MARKED WITH * ARE WIZARDLY CAREERS, SHOULD YOU DECIDE YOU WANT TO USE MAGIC.

(THE IRONCLAW RULE BOOK INCLUDES OVER 24 RACES AND OVER 60 CAREERS, AS WELL AS RULES FOR MAKING UP YOUR OWN!)

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Step 3:Assign your six Traits of d12, d10, d8, d8, d6, and d4 to your Body, Speed, Mind, Will, Race, and Career.

THE QUESTION PEOPLE ASK ME MOST OFTEN IS, “HENDRICK, HAVE YOU SEEN MY PURSE?” THE QUESTION PEOPLE ASK ME THE SECOND-MOST OFTEN IS, “HENDRICK, HOW SHOULD I ASSIGN MY TRAITS?”

WELL, YOU CAN’T GO WRONG WITH PUTTING THE d12 IN YOUR CAREER. THAT’S WHAT YOU’LL PROBABLY BE USING THE MOST.

IF YOU’RE PLANNING ON GETTING IN A LOT OF FIGHTS, YOU SHOULD HAVE A HIGH BODY OR SPEED. IF YOU’RE A WIZARD OR OTHER CRAFTY TYPE, MIND AND WILL ARE BOTH IMPORTANT.

A HIGH RACE TRAIT IS GOOD IF IT APPLIES TO A LOT OF SKILLS YOU LIKE TO USE. (FOR EXAMPLE, BEING A WEASEL HELPS WITH DODGE AND STEALTH, TWO SKILLS | USE A LOT!) IT’S NOT AS USEFUL TO ACADEMICS.

AFTER YOU SEE HOW SKILLS STACK UP, YOU MAY CHANGE YOUR MIND AND WANT TO SWITCH THINGS ‘ROUND. THAT’S OKAY! THAT’S WHY PENCILS HAVE ERASERS.

LATER, WE’LL BE SHOWING YOU HOW TO ADD MORE TRAITS AND HOW TO IMPROVE THE ONES YOU HAVE!

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Step 4:Write in the names of Skills included with your Race and Career. Copy the Race & Career Trait Dice next to the Skills they are included with.

ONCE AGAIN, FOR YOUR REFERENCE, HERE ARE THE RACES AND THE MORE COMMON CAREERS AND THE SKILLS THEY INCLUDE.

Race Skills PageApes Acrobatics, Brawling, Climbing, Wrestling p. 25 Armadillos Resolve, Tracking p. 26 Badgers Resolve, Stealth, Tracking p. 27 Bats Flight, Night Speech p. 28 Bears Choose one (Climbing or Swimming), Choose one (Fishing or Tracking), Wrestling p. 29 Boars Resolve, Tracking p. 30 Cats Acrobatics, Climbing, Stealth p. 31 Coyotes Hiking, Tactics, Tracking p. 32 Elk / Deer Camouflage, Herbalism, Hiking p. 33 Ermines Contortionist, Dodge, Stealth, Tracking p. 39 Ferrets Contortionist, Dodge, Stealth, Tracking p. 39 Foxes Climbing, Sixth Sense, Stealth, Tracking p. 34 Goats Climbing, Herbalism p. 35 Horses Hiking, Tactics p. 36 Mice Choose one (Climbing or Swimming), Contortionist, Stealth p. 37 Minks Contortionist, Dodge, Stealth, Tracking p. 39 Monkeys Acrobatics, Climbing, Contortionist, Wrestling p. 38 Otters Breath-Holding, Contortionist, Fishing, Swimming p. 40 Porcupines Stealth, Tracking p. 41 Rabbits Herbalism, Jumping, Stealth p. 42 Raccoons Climbing, Fishing, Stealth p. 43 Rams Climbing, Herbalism p. 35 Rats Choose one (Climbing or Swimming), Contortionist, Stealth p. 37 Rhinoceros Resolve p. 44 Sheep Climbing, Herbalism p. 35 Shrews Resolve, Stealth p. 45 Skunks Stealth, Tracking p. 46 Squirrels Acrobatics, Climbing, Jumping p. 47 Weasels Contortionist, Dodge, Stealth, Tracking p. 39 Wild Dogs Hiking, Tactics, Tracking p. 32 Wolverines Resolve, Stealth, Tracking p. 27 Wolves Hiking, Tactics, Tracking p. 48

Career Applies to… Page Bawd Bribery, Carousing, Fast-Talk, Streetwise p. 50 Bodyguard Observation, Psychology, Shield, Sixth Sense p. 60 Bounty Hunter (Weapon of choice), Shadowing, Streetwise, Tracking p. 60 Burglar Climbing, Streetwise, Stealth, Traps p. 51 Cavalier Lore: Heraldry, Riding, Shield, Sword p. 54 Charlatan Fast-Talk, Forgery, Psychology, Streetwise p. 51 Cleric Literacy, Meditation, Theology p. 64 Dilettante Etiquette, Fencing, Lore: Heraldry, Literacy p. 54 Dragoon Gun, Gunsmith, Resolve, Sword p. 60 Elementalist Literacy, Lore: Elementalist Magic, Meditation p. 64 Green & Purple Mage Literacy, Lore: Green and Purple Magic, Meditation p. 64 Homeopath First Aid, Herbalism, Medicine, Survival p. 55 Hunter Bow, Stealth, Survival, Tracking p. 60 Mercenary (weapon of choice), Haggling, Resolve, Shield p. 61 Outrider Lore: Heraldry, Navigation, Observation, Riding p. 61 Paladin (weapon of choice), Literacy, Resolve, Theology p. 50 Pit Fighter Brawling, Carousing, First Aid, Resolve p. 61 Ranger Bow, Hiking, Navigation, Tracking p. 62 Robber (Weapon of choice), Intimidation, Streetwise, Stealth p. 52 Scout Cartography, Hiking, Navigation, Observation p. 62 Thaumaturge Literacy, Lore: Magic, Meditation p. 64 Witch Hunter Lore: Magic, Observation, Resolve, Sixth Sense p. 63

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Step 5:You start with 20 Points. Write in your Racial Gifts and Flaws, and deduct their cost from your Points.

Race Gifts Flaws PageApes Prehensile Feet (1 point); Strength +1 (2 points) None p. 25 Armadillos Claws (1 point); Armor of d6 (7 points) Poor Sight (-3 points) p. 26 Badgers Claws (1 point); Teeth (1 point) None p. 27 Bats Echolocation (3 points); Flight (number of points equal

to Size); Prehensile Feet (1 point) Frail (-2 points) p. 28

Bears Claws (1 point); Strength +2 (5 points); Teeth (1 point) None p. 29 Boars Tusks (1 point) None p. 30 Cats Claws (1 point); Night Vision (1 point); Teeth (1 point) None p. 31 Coyotes Claws (1 point); Howl (1 point); Teeth (1 point) None p. 32 Elk / Deer Antlers (if male) (1 point) None p. 33 Ermines Claws (1 point); Teeth (1 point) None p. 39 Ferrets Claws (1 point); Teeth (1 point) None p. 39 Foxes Claws (1 point); Keen Ears (1 point); Teeth (1 point) None p. 34 Goats Horns (if male) (1 point); Sure-Footed (1 point) None p. 35 Horses Extra Move +3 (3 points); Hooves (1 point) None p. 36 Mice Claws (1 point); Keen Ears (1 point); Teeth (1 point) None p. 37 Minks Claws (1 point); Teeth (1 point) None p. 39

Race Gifts Flaws Page Monkeys Prehensile Feet (1 point); Prehensile Tail (1 point) None p. 38 Otters Claws (1 point) None p. 40 Porcupines Barbed Spines (2 points); Claws (1 point); Teeth (1 point) None p. 41 Rabbits Claws (1 point); Keen Ears (1 point) None p. 42 Raccoons Claws (1 point); Night Vision (1 point); Teeth (1 point) None p. 43 Rams Horns (if male) (1 point); Sure-Footed (1 point) None p. 35 Rats Claws (1 point); Keen Ears (1 point); Teeth (1 point) None p. 37 Rhinoceros Horn (1 point); Robustness +2 (5 points); Strength +2 (5 points) Poor Sight (-3 points) p. 44 Sheep Horns (if male) (1 point); Sure-Footed (1 point) None p. 35 Shrews Claws (1 point); Poison (1 points); Robustness +1 (2 points);

Teeth (1 point) None p. 45

Skunks Claws (1 point); Spray (3 points); Teeth (1 point) None p. 46 Squirrels Claws (1 point) None p. 47 Weasels Claws (1 point); Teeth (1 point) None p. 39 Wild Dogs Claws (1 point); Howl (1 point); Teeth (1 point) None p. 32 Wolverines Claws (1 point); Teeth (1 point) None p. 27 Wolves Claws (1 point); Howl (1 point); Teeth (1 point) None p. 48

HERE’S THE SUMMARY OF RACIAL GIFTS AND FLAWS.

(IF YOU’RE PLAYING A BAT CHARACTER, YOU’LL NEED TO REFER TO PAGE 11 IN THE BOOK ABOUT “SIZE.”)

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Step 6:Write in your character’s abilities. You can find this information on pages 11-12.

PSST! LOOKING FOR SOME SHORT CUTS? HERE’S A FEW CUES:

HEIGHT: BODY DIE + 4

WT & SIZE: BODY DIE

DASH: SPEED DIE

STRIDE: ¼ OF DASH

LIFT BONUS: BODY LEVEL

STRENGTH: BODY DICE

GOT THAT? IF NOT, OPEN YOUR BOOK TO PAGES 11 AND 12 – IT EXPLAINS THIS ALL IN DETAIL.

YOUR MAGIC POINTSIS THE SUM OF THE SIZE OF YOUR WILL DIE AND YOUR WIZARDLY CAREER DICE.

IF YOU’RE NOT A WIZARD, THEN YOU CAN SKIP THIS STEP.

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Step 7:You may spend up to 10 Points on Personal, Social, and Esoteric Gifts. Spend your Points.

THE IRONCLAW BOOK LISTS OVER FIFTY GIFTS IN THESE CATEGORIES. HERE’S A FEW OF OUR FAVORITES.

• BELONGINGS (SO YOU CAN HAVE A SWORD OR A GUN) – PAGE 88

• EXTRA TRAIT (SO YOU CAN HAVE A SECOND CAREER OR A SPECIAL ABILITY) – PAGE 79

• INCREASED TRAIT (SO YOU CAN START WITH BIGGER DICE) – PAGE 80

FOR AN EXAMPLE OF EXTRA TRAITS IN ACTION, CHECK OUT THE CHARACTER SHEET OF MANSUR IN THE IRONCLAW BOOK, PAGE 19.

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Step 8:You may take up to –10 Points in External and Internal Flaws. Adjust your Points.

CHARACTER FLAWS ARE OPTIONAL. PRACTICALLY-FLAWLESS PEOPLE LIKE MYSELF WILL SKIP THIS STEP.

YES, CURIOUS, GARRU-LOUS, GREEDY, HEROIC, AND “FLAWLESS” PEOPLE LIKE YOURSELF…

(SEE PAGES 92-104 FOR A LISTING OF FLAWS.)

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Step 9:Spend your remaining Points on Skills. (1=d4; 2=d6; 3=d8; 4=d10; 5=d12). Skills you spend Points on can have Favored Uses — see p. 9. Skills do not “stack” on Traits; rather, you will gain multiple dice in each Skill.

IF YOU’RE A WIZARD, SPELL-CASTING IS ALSO A SKILL. YOU DON’T NEED IT TO CAST SPELLS – YOU CAN RELY ON YOUR MIND AND WIZARD TRAITS – BUT YOU’LL BE AN EVEN BETTER WIZARD IF YOU’VE GOT IT!

EACH SPELL HAS A DIFFERENT SKILL, AND YOUR GOAL IS TO BECOME ADEPT WITH YOUR SPELLS. SEE THE MAGIC CHAPTER IN THE IRONCLAW BOOK FOR HOW THIS WORKS.

NOTE THE SCROLL-COLUMNS ON THE CHARACTER SHEET. SEE HOW THESE SKILLS STACK? TWO OR MORE DICE ON THE SAME ROW MEANS YOU’RE EVEN BETTER AT THIS SKILL. YOUR RACE, CAREER, AND SKILL DICE WILL OFTEN STACK TO GIVE YOU TWO DICE OR MORE.

REMEMBER TO LIST MULTIPLE DICE IN THE SAME SKILL ON THE SAME LINE. (DON’T START A NEW LINE FOR THE SAME SKILL!)

OH, AND DON’T BE STINGY WITH THE SKILL POINTS! IF YOU PLAN ON DODGING OR SWORD-FIGHTING A LOT, GET AS MANY d12s AS YOU CAN!

WHAT SKILLS SHOULD YOU BUY? WELL, WE RECOMMEND DODGE (p. 72), LITERACY (p. 73), OBSERVATION (p. 74), AND RESOLVE (p. 74),

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Step 10:Choose your Equipment, including arms and armor. See p. 105-115 and p. 313-316.

Weight of Armor for a Person of Size… Type Armor Dice 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Padded d4 ¼ ¼ ¼ ¼ ¼ ¼ ½ ½ ½ ½ ½ ¾ ¾ ¾ ¾ ¾ Light Leather d6 ¼ ¼ ½ ½ ¾ ¾ 1 1 1 1 ¼ 1 ¼ 1 ¼ 1 ¼ 1 ½ 1 ½ 1 ½ Heavy Leather d8 ¼ ½ ¾ 1 1 1 ¼ 1 ¼ 1 ½ 1 ½ 1 ¾ 2 2 2 2 ¼ 2 ¼ 2 ¼ Reinforced Leather d8, d4 ½ ¾ 1 1 ¼ 1½ 1 ¾ 1 ¾ 2 2 ¼ 2 ¼ 2 ½ 2 ½ 2 ¾ 3 3 3 ¼ Ring Mail d10 ½ 1 1 ¼ 1 ½ 1 ¾ 2 2 ¼ 2 ½ 2 ¾ 3 3 3 ¼ 3 ½ 3 ½ 3 ¾ 4 Chain Mail d12 ¾ 1 ¼ 1 ½ 2 2 ¼ 2 ½ 2 ¾ 3 3 ¼ 3 ½ 3 ¾ 4 4 4 ¼ 4 ½ 4 ¾ UNSURE OF WHAT EQUIPMENT TO GET?

GOOD THING YOUR PAL HENDRICK IS HERE TO ADVISE YOU…

ARMOR: YOU NEED AT LEAST PADDED, IF YOU’RE EXPECTING ANY KIND OF VIOLENCE (AND IT’S A DANGEROUS WORLD!) REINFORCED LEATHER IS VERY POPULAR, AS IT’S BOTH LIGHT AND PROTECTIVE. WE’VE REPRODUCED PART OF THE ARMOR TABLE FROM PAGE 316. (NOTE THAT ARMOR WEIGHT DEPENDS ON YOUR CHARACTER’S SIZE!)

WEAPONS: YOUR LIFT BONUS DETERMINES HOW EASILY YOU USE WEAPONS. YOU’LL WANT A LIGHT WEAPON IN ONE HAND, OR A MEDIUM WEAPON IN TWO HANDS. ANYTHING ELSE IS “AWKWARD” AND USES SPECIAL RULES.

OTHER STUFF: YOU’RE ASSUMED TO HAVE THE TOOLS OF YOUR CAREER. WHEN IN DOUBT, ASK YOUR GAME HOST IF YOU CAN HAVE SOMETHING.

IF A FIGHT BREAKS OUT, YOUR EQUIPMENT STRONGBOX SHOULD LIST WHERE YOUR STUFF IS WHEN YOU’RE READY FOR WAR. PUT YOUR MAIN WEAPON IN YOUR GOOD HAND, AND AN EXTRA WEAPON IN YOUR “BACKUP” SPOT.

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Step 11:Your To-Hit Rolls are usually your Speed & Weapon Skill Dice. Damage and Specials vary with the weapon. Your Initiative is your Speed & Mind Dice. Your Resolve is your Will Dice and Resolve Skill Dice (if any). Your Parries are usually the same as your To-Hit Rolls. Your Block is your Speed Dice & Shield Skill Dice (if any). Your Dodge is your Speed Dice and Dodge Skill Dice (if any). If you have a cloak or shield, you will get Cover Dice with all Defenses.

GOT ALL THAT? WHEW. IT SOUNDS LIKE A LOT, BUT YOU’LL ONLY HAVE TO DO ALL THIS STUFF ONCE.

WHAT’S RESOLVE FOR? YOU USE IT TO RESIST PAIN AND BEING KNOCKED OUT IN A FIGHT. RESOLVE IS ALSO A SKILL … IF YOU’VE ONLY GOT ONE RESOLVE DIE, YOU SHOULD CONSIDER BUYING THE SKILL OR AVOID FIGHTS ALTOGETHER.

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Step 12:Block out all boxes larger than your Lift Bonus. For each Stone carried, mark out a box on the Encum-brance track. (Note the lines that let you block out quarter-Stones.) If you have to use a negative-number box, you suffer Encumbrance (p. 13).

ULP! QUARTER-STONES? LET’S SEE… LIFT BONUS OF +3 MINUS 2½ FOR ARMOR… I’M RUNNING OUT OF TOES…

WELL, THIS IS PROBABLY THE MOST MATH YOU’LL HAVE TO DO, SO BEAR WITH US.

IN SHORT: WEIGHT CARRIED MINUS LIFT BONUS EQUALS ENCUMBRANCE.

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©2003 Sanguine Productions Limited • Last Updated 08-Sep-03

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VOILÀ! YOU’VE JUST CREATED YOUR OWN

IRONCLAW CHARACTER!

REMEMBER –FORTUNE FAVORS

THE BOLD! NOW GO OUT THERE AND HAVE AT THEM!